154 research outputs found

    Blended Interaction Spaces for Distributed Team Collaboration

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    Supporting Collaborative Learning in Computer-Enhanced Environments

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    As computers have expanded into almost every aspect of our lives, the ever-present graphical user interface (GUI) has begun facing its limitations. Demanding its own share of attention, GUIs move some of the users\u27 focus away from the task, particularly when the task is 3D in nature or requires collaboration. Researchers are therefore exploring other means of human-computer interaction. Individually, some of these new techniques show promise, but it is the combination of multiple approaches into larger systems that will allow us to more fully replicate our natural behavior within a computing environment. As computers become more capable of understanding our varied natural behavior (speech, gesture, etc.), the less we need to adjust our behavior to conform to computers\u27 requirements. Such capabilities are particularly useful where children are involved, and make using computers in education all the more appealing. Herein are described two approaches and implementations of educational computer systems that work not by user manipulation of virtual objects, but rather, by user manipulation of physical objects within their environment. These systems demonstrate how new technologies can promote collaborative learning among students, thereby enhancing both the students\u27 knowledge and their ability to work together to achieve even greater learning. With these systems, the horizon of computer-facilitated collaborative learning has been expanded. Included among this expansion is identification of issues for general and special education students, and applications in a variety of domains, which have been suggested

    On Inter-referential Awareness in Collaborative Augmented Reality

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    For successful collaboration to occur, a workspace must support inter-referential awareness - or the ability for one participant to refer to a set of artifacts in the environment, and for that reference to be correctly interpreted by others. While referring to objects in our everyday environment is a straight-forward task, the non-tangible nature of digital artifacts presents us with new interaction challenges. Augmented reality (AR) is inextricably linked to the physical world, and it is natural to believe that the re-integration of physical artifacts into the workspace makes referencing tasks easier; however, we find that these environments combine the referencing challenges from several computing disciplines, which compound across scenarios. This dissertation presents our studies of this form of awareness in collaborative AR environments. It stems from our research in developing mixed reality environments for molecular modeling, where we explored spatial and multi-modal referencing techniques. To encapsulate the myriad of factors found in collaborative AR, we present a generic, theoretical framework and apply it to analyze this domain. Because referencing is a very human-centric activity, we present the results of an exploratory study which examines the behaviors of participants and how they generate references to physical and virtual content in co-located and remote scenarios; we found that participants refer to content using physical and virtual techniques, and that shared video is highly effective in disambiguating references in remote environments. By implementing user feedback from this study, a follow-up study explores how the environment can passively support referencing, where we discovered the role that virtual referencing plays during collaboration. A third study was conducted in order to better understand the effectiveness of giving and interpreting references using a virtual pointer; the results suggest the need for participants to be parallel with the arrow vector (strengthening the argument for shared viewpoints), as well as the importance of shadows in non-stereoscopic environments. Our contributions include a framework for analyzing the domain of inter-referential awareness, the development of novel referencing techniques, the presentation and analysis of our findings from multiple user studies, and a set of guidelines to help designers support this form of awareness

    Interacting "Through the Display"

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    The increasing availability of displays at lower costs has led to a proliferation of such in our everyday lives. Additionally, mobile devices are ready to hand and have been proposed as interaction devices for external screens. However, only their input mechanism was taken into account without considering three additional factors in environments hosting several displays: first, a connection needs to be established to the desired target display (modality). Second, screens in the environment may be re-arranged (flexibility). And third, displays may be out of the user’s reach (distance). In our research we aim to overcome the problems resulting from these characteristics. The overall goal is a new interaction model that allows for (1) a non-modal connection mechanism for impromptu use on various displays in the environment, (2) interaction on and across displays in highly flexible environments, and (3) interacting at variable distances. In this work we propose a new interaction model called through the display interaction which enables users to interact with remote content on their personal device in an absolute and direct fashion. To gain a better understanding of the effects of the additional characteristics, we implemented two prototypes each of which investigates a different distance to the target display: LucidDisplay allows users to place their mobile device directly on top of a larger external screen. MobileVue on the other hand enables users to interact with an external screen at a distance. In each of these prototypes we analyzed their effects on the remaining two criteria – namely the modality of the connection mechanism as well as the flexibility of the environment. With the findings gained in this initial phase we designed Shoot & Copy, a system that allows the detection of screens purely based on their visual content. Users aim their personal device’s camera at the target display which then appears in live video shown in the viewfinder. To select an item, users take a picture which is analyzed to determine the targeted region. We further extended this approach to multiple displays by using a centralized component serving as gateway to the display environment. In Tap & Drop we refined this prototype to support real-time feedback. Instead of taking pictures, users can now aim their mobile device at the display resulting and start interacting immediately. In doing so, we broke the rigid sequential interaction of content selection and content manipulation. Both prototypes allow for (1) connections in a non-modal way (i.e., aim at the display and start interacting with it) from the user’s point of view and (2) fully flexible environments (i.e., the mobile device tracks itself with respect to displays in the environment). However, the wide-angle lenses and thus greater field of views of current mobile devices still do not allow for variable distances. In Touch Projector, we overcome this limitation by introducing zooming in combination with temporarily freezing the video image. Based on our extensions to taxonomy of mobile device interaction on external displays, we created a refined model of interacting through the display for mobile use. It enables users to interact impromptu without explicitly establishing a connection to the target display (non-modal). As the mobile device tracks itself with respect to displays in the environment, the model further allows for full flexibility of the environment (i.e., displays can be re-arranged without affecting on the interaction). And above all, users can interact with external displays regardless of their actual size at variable distances without any loss of accuracy.Die steigende Verfügbarkeit von Bildschirmen hat zu deren Verbreitung in unserem Alltag geführt. Ferner sind mobile Geräte immer griffbereit und wurden bereits als Interaktionsgeräte für zusätzliche Bildschirme vorgeschlagen. Es wurden jedoch nur Eingabemechanismen berücksichtigt ohne näher auf drei weitere Faktoren in Umgebungen mit mehreren Bildschirmen einzugehen: (1) Beide Geräte müssen verbunden werden (Modalität). (2) Bildschirme können in solchen Umgebungen umgeordnet werden (Flexibilität). (3) Monitore können außer Reichweite sein (Distanz). Wir streben an, die Probleme, die durch diese Eigenschaften auftreten, zu lösen. Das übergeordnete Ziel ist ein Interaktionsmodell, das einen nicht-modalen Verbindungsaufbau für spontane Verwendung von Bildschirmen in solchen Umgebungen, (2) Interaktion auf und zwischen Bildschirmen in flexiblen Umgebungen, und (3) Interaktionen in variablen Distanzen erlaubt. Wir stellen ein Modell (Interaktion durch den Bildschirm) vor, mit dem Benutzer mit entfernten Inhalten in direkter und absoluter Weise auf ihrem Mobilgerät interagieren können. Um die Effekte der hinzugefügten Charakteristiken besser zu verstehen, haben wir zwei Prototypen für unterschiedliche Distanzen implementiert: LucidDisplay erlaubt Benutzern ihr mobiles Gerät auf einen größeren, sekundären Bildschirm zu legen. Gegensätzlich dazu ermöglicht MobileVue die Interaktion mit einem zusätzlichen Monitor in einer gewissen Entfernung. In beiden Prototypen haben wir dann die Effekte der verbleibenden zwei Kriterien (d.h. Modalität des Verbindungsaufbaus und Flexibilität der Umgebung) analysiert. Mit den in dieser ersten Phase erhaltenen Ergebnissen haben wir Shoot & Copy entworfen. Dieser Prototyp erlaubt die Erkennung von Bildschirmen einzig über deren visuellen Inhalt. Benutzer zeigen mit der Kamera ihres Mobilgeräts auf einen Bildschirm dessen Inhalt dann in Form von Video im Sucher dargestellt wird. Durch die Aufnahme eines Bildes (und der darauf folgenden Analyse) wird Inhalt ausgewählt. Wir haben dieses Konzept zudem auf mehrere Bildschirme erweitert, indem wir eine zentrale Instanz verwendet haben, die als Schnittstelle zur Umgebung agiert. Mit Tap & Drop haben wir den Prototyp verfeinert, um Echtzeit-Feedback zu ermöglichen. Anstelle der Bildaufnahme können Benutzer nun ihr mobiles Gerät auf den Bildschirm richten und sofort interagieren. Dadurch haben wir die strikt sequentielle Interaktion (Inhalt auswählen und Inhalt manipulieren) aufgebrochen. Beide Prototypen erlauben bereits nicht-modale Verbindungsmechanismen in flexiblen Umgebungen. Die in heutigen Mobilgeräten verwendeten Weitwinkel-Objektive erlauben jedoch nach wie vor keine variablen Distanzen. Mit Touch Projector beseitigen wir diese Einschränkung, indem wir Zoomen in Kombination mit einer vorübergehenden Pausierung des Videos im Sucher einfügen. Basierend auf den Erweiterungen der Klassifizierung von Interaktionen mit zusätzlichen Bildschirmen durch mobile Geräte haben wir ein verbessertes Modell (Interaktion durch den Bildschirm) erstellt. Es erlaubt Benutzern spontan zu interagieren, ohne explizit eine Verbindung zum zweiten Bildschirm herstellen zu müssen (nicht-modal). Da das mobile Gerät seinen räumlichen Bezug zu allen Bildschirmen selbst bestimmt, erlaubt unser Modell zusätzlich volle Flexibilität in solchen Umgebungen. Darüber hinaus können Benutzer mit zusätzlichen Bildschirmen (unabhängig von deren Größe) in variablen Entfernungen interagieren

    Development of actuated Tangible User Interfaces: new interaction concepts and evaluation methods

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    Riedenklau E. Development of actuated Tangible User Interfaces: new interaction concepts and evaluation methods. Bielefeld: Universität Bielefeld; 2016.Making information understandable and literally graspable is the main goal of tangible interaction research. By giving digital data physical representations (Tangible User Interface Objects, or TUIOs), they can be used and manipulated like everyday objects with the users’ natural manipulation skills. Such physical interaction is basically of uni-directional kind, directed from the user to the system, limiting the possible interaction patterns. In other words, the system has no means to actively support the physical interaction. Within the frame of tabletop tangible user interfaces, this problem was addressed by the introduction of actuated TUIOs, that are controllable by the system. Within the frame of this thesis, we present the development of our own actuated TUIOs and address multiple interaction concepts we identified as research gaps in literature on actuated Tangible User Interfaces (TUIs). Gestural interaction is a natural means for humans to non-verbally communicate using their hands. TUIs should be able to support gestural interaction, since our hands are already heavily involved in the interaction. This has rarely been investigated in literature. For a tangible social network client application, we investigate two methods for collecting user-defined gestures that our system should be able to interpret for triggering actions. Versatile systems often understand a wide palette of commands. Another approach for triggering actions is the use of menus. We explore the design space of menu metaphors used in TUIs and present our own actuated dial-based approach. Rich interaction modalities may support the understandability of the represented data and make the interaction with them more appealing, but also mean high demands on real-time precessing. We highlight new research directions for integrated feature rich and multi-modal interaction, such as graphical display, sound output, tactile feedback, our actuated menu and automatically maintained relations between actuated TUIOs within a remote collaboration application. We also tackle the introduction of further sophisticated measures for the evaluation of TUIs to provide further evidence to the theories on tangible interaction. We tested our enhanced measures within a comparative study. Since one of the key factors in effective manual interaction is speed, we benchmarked both the human hand’s manipulation speed and compare it with the capabilities of our own implementation of actuated TUIOs and the systems described in literature. After briefly discussing applications that lie beyond the scope of this thesis, we conclude with a collection of design guidelines gathered in the course of this work and integrate them together with our findings into a larger frame

    Visualization of scientific data in multi-user augmented reality

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    Humanity has always strived to learn more about the origins of our neighboring celestial bodies. With the help of modern rover systems, unknown areas are explored through scientific measurements. With increasingly better sensors, this data becomes more extensive and complex, creating an evident need for new and improved tools. These tools should support the scientists in the collaborative analysis of the recorded measurements. Scientists from different disciplinary backgrounds work together on this analysis. Exploring the data can be made more efficient with the help of intuitive visualization, interaction, and collaborative tools. At the same time, misunderstandings among the experts can be minimized. This thesis investigates how modern augmented reality approaches can support the process of collaborative rover data analysis. Three main aspects are considered: the threedimensional visualization of high-resolution terrain data, the visualization and interaction with rover data, and the integration of multi-user collaboration tools for the collaborative discussion. A mobile augmented reality device, the Microsft HoloLens 2, is used to input, output, and process the data. In order to evaluate the implemented visualization and interaction concepts, an expert interview and several experiments for a user study are prepared in this work. Due to the current COVID-19 pandemic restrictions, both interview and user study could not be conducted. Based on promising informal preliminary user tests, potential improvements of the presented concepts are discussed

    Freeform 3D interactions in everyday environments

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    PhD ThesisPersonal computing is continuously moving away from traditional input using mouse and keyboard, as new input technologies emerge. Recently, natural user interfaces (NUI) have led to interactive systems that are inspired by our physical interactions in the real-world, and focus on enabling dexterous freehand input in 2D or 3D. Another recent trend is Augmented Reality (AR), which follows a similar goal to further reduce the gap between the real and the virtual, but predominately focuses on output, by overlaying virtual information onto a tracked real-world 3D scene. Whilst AR and NUI technologies have been developed for both immersive 3D output as well as seamless 3D input, these have mostly been looked at separately. NUI focuses on sensing the user and enabling new forms of input; AR traditionally focuses on capturing the environment around us and enabling new forms of output that are registered to the real world. The output of NUI systems is mainly presented on a 2D display, while the input technologies for AR experiences, such as data gloves and body-worn motion trackers are often uncomfortable and restricting when interacting in the real world. NUI and AR can be seen as very complimentary, and bringing these two fields together can lead to new user experiences that radically change the way we interact with our everyday environments. The aim of this thesis is to enable real-time, low latency, dexterous input and immersive output without heavily instrumenting the user. The main challenge is to retain and to meaningfully combine the positive qualities that are attributed to both NUI and AR systems. I review work in the intersecting research fields of AR and NUI, and explore freehand 3D interactions with varying degrees of expressiveness, directness and mobility in various physical settings. There a number of technical challenges that arise when designing a mixed NUI/AR system, which I will address is this work: What can we capture, and how? How do we represent the real in the virtual? And how do we physically couple input and output? This is achieved by designing new systems, algorithms, and user experiences that explore the combination of AR and NUI

    Merging the Real and the Virtual: An Exploration of Interaction Methods to Blend Realities

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    We investigate, build, and design interaction methods to merge the real with the virtual. An initial investigation looks at spatial augmented reality (SAR) and its effects on pointing with a real mobile phone. A study reveals a set of trade-offs between the raycast, viewport, and direct pointing techniques. To further investigate the manipulation of virtual content within a SAR environment, we design an interaction technique that utilizes the distance that a user holds mobile phone away from their body. Our technique enables pushing virtual content from a mobile phone to an external SAR environment, interact with that content, rotate-scale-translate it, and pull the content back into the mobile phone. This is all done in a way that ensures seamless transitions between the real environment of the mobile phone and the virtual SAR environment. To investigate the issues that occur when the physical environment is hidden by a fully immersive virtual reality (VR) HMD, we design and investigate a system that merges a realtime 3D reconstruction of the real world with a virtual environment. This allows users to freely move, manipulate, observe, and communicate with people and objects situated in their physical reality without losing their sense of immersion or presence inside a virtual world. A study with VR users demonstrates the affordances provided by the system and how it can be used to enhance current VR experiences. We then move to AR, to investigate the limitations of optical see-through HMDs and the problem of communicating the internal state of the virtual world with unaugmented users. To address these issues and enable new ways to visualize, manipulate, and share virtual content, we propose a system that combines a wearable SAR projector. Demonstrations showcase ways to utilize the projected and head-mounted displays together, such as expanding field of view, distributing content across depth surfaces, and enabling bystander collaboration. We then turn to videogames to investigate how spectatorship of these virtual environments can be enhanced through expanded video rendering techniques. We extract and combine additional data to form a cumulative 3D representation of the live game environment for spectators, which enables each spectator to individually control a personal view into the stream while in VR. A study shows that users prefer spectating in VR when compared with a comparable desktop rendering

    Videos in Context for Telecommunication and Spatial Browsing

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    The research presented in this thesis explores the use of videos embedded in panoramic imagery to transmit spatial and temporal information describing remote environments and their dynamics. Virtual environments (VEs) through which users can explore remote locations are rapidly emerging as a popular medium of presence and remote collaboration. However, capturing visual representation of locations to be used in VEs is usually a tedious process that requires either manual modelling of environments or the employment of specific hardware. Capturing environment dynamics is not straightforward either, and it is usually performed through specific tracking hardware. Similarly, browsing large unstructured video-collections with available tools is difficult, as the abundance of spatial and temporal information makes them hard to comprehend. At the same time, on a spectrum between 3D VEs and 2D images, panoramas lie in between, as they offer the same 2D images accessibility while preserving 3D virtual environments surrounding representation. For this reason, panoramas are an attractive basis for videoconferencing and browsing tools as they can relate several videos temporally and spatially. This research explores methods to acquire, fuse, render and stream data coming from heterogeneous cameras, with the help of panoramic imagery. Three distinct but interrelated questions are addressed. First, the thesis considers how spatially localised video can be used to increase the spatial information transmitted during video mediated communication, and if this improves quality of communication. Second, the research asks whether videos in panoramic context can be used to convey spatial and temporal information of a remote place and the dynamics within, and if this improves users' performance in tasks that require spatio-temporal thinking. Finally, the thesis considers whether there is an impact of display type on reasoning about events within videos in panoramic context. These research questions were investigated over three experiments, covering scenarios common to computer-supported cooperative work and video browsing. To support the investigation, two distinct video+context systems were developed. The first telecommunication experiment compared our videos in context interface with fully-panoramic video and conventional webcam video conferencing in an object placement scenario. The second experiment investigated the impact of videos in panoramic context on quality of spatio-temporal thinking during localization tasks. To support the experiment, a novel interface to video-collection in panoramic context was developed and compared with common video-browsing tools. The final experimental study investigated the impact of display type on reasoning about events. The study explored three adaptations of our video-collection interface to three display types. The overall conclusion is that videos in panoramic context offer a valid solution to spatio-temporal exploration of remote locations. Our approach presents a richer visual representation in terms of space and time than standard tools, showing that providing panoramic contexts to video collections makes spatio-temporal tasks easier. To this end, videos in context are suitable alternative to more difficult, and often expensive solutions. These findings are beneficial to many applications, including teleconferencing, virtual tourism and remote assistance
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